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Path Pro By MONS

Path Pro By MONS: A comprehensive 3D grid-based pathfinding solution with A*, Weighted A*, Greedy Search, Dijkstra, BFS, and DFS algorithms, path smoothing, curving, and movement scripts with avoidance and roaming behaviors.
Path Pro By MONS Asset Image Path Pro By MONS: A comprehensive 3D grid-based pathfinding solution with A*, Weighted A*, Greedy Search, Dijkstra, BFS, and DFS algorithms, path smoothing, curving, and movement scripts with avoidance and roaming behaviors.

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$49.99
Category:
ToolsBehavior-ai
Developer:
MON Studios LLC
Price:
$49.99
Favorites:
4
Supported Unity Versions:
2022.3.46 or higher
Current Version:
1.0
Download Size:
122.30 KB
Last Update:
Nov 7, 2024
Description:
Path Pro By MONS is a Unity asset that offers a range of 3D grid-based pathfinding solutions, including A*, Weighted A*, Greedy Best-First Search, Dijkstra, Breadth-First Search (BFS), and Depth-First Search (DFS) algorithms. It features path smoothing and curving for realistic and natural movement paths. The package includes movement scripts that support avoidance behavior, allowing agents to flee from targets or navigate around obstacles, as well as random roaming for more dynamic and unpredictable agent movement.

The asset supports dynamic obstacle detection and walkability checks, ensuring that pathfinding adapts in real-time to changes in the environment. With customizable settings for path smoothing, curving resolution, and movement speed, developers have fine-grained control over agent navigation behaviors.

The package includes 3 main scripts: GridManagerPathPro, PathfindingManagerPathPro, and MovementPathPro, as well as 3 bonus scripts: CameraFly, DelayedEnabler, and MazeGenerator. It also includes 5 example scenes: ObjectScene, MazeScene, RampScene, ChaseScene, and CrowdScene.

Key features include:

* Grid and Node Management: Node Class, GridManagerPathPro Class
* Pathfinding Algorithms: A*, Weighted A*, Greedy Best-First Search, Dijkstra, BFS, DFS
* Path Smoothing and Curving: Path Smoothing, Path Curving, Customization
* Movement Scripts: MovementPathPro Class, Movement Behaviors
* Visualization and Debugging: Grid Visualization, Path Visualization
* Dynamic Environment Handling: Walkability Checks, Event System
* Performance and Optimization: Efficient Algorithms, Adjustable Settings
* Extensibility: Modular Design, Customization

The package is ideal for game developers seeking to implement sophisticated AI navigation and movement in their 3D Unity projects, and simplifies the integration of advanced pathfinding techniques.
Technical Details:
1. Grid and Node Management:
* Node Class: Represents individual cells in a grid, with properties such as walkability, world position, grid coordinates, and pathfinding costs (gCost, hCost, fCost).
* GridManagerPathPro Class: Creates and manages a 2D grid of nodes based on specified world size and node radius, with dynamic walkability checks using Unity's physics system to detect obstacles.

2. Pathfinding Algorithms:
* Implemented Algorithms: A* (A-Star), Weighted A*, Greedy Best-First Search, Dijkstra, Breadth-First Search (BFS), Depth-First Search (DFS)
* PathfindingManagerPathPro Class: Contains methods for each pathfinding algorithm, with dynamic selection of algorithms at runtime, and support for path smoothing and curving options for each algorithm.

3. Path Smoothing and Curving:
* Path Smoothing: Removes unnecessary nodes from the path to create more direct routes, with adjustable parameters for curve resolution and bevel size.
* Path Curving: Replaces sharp turns with smooth Bezier curves for natural movement, with adjustable parameters for curve resolution and bevel size.

4. Movement Scripts:
* MovementPathPro Class: Handles agent movement along calculated paths, with support for settings for speed, path visualization, and target positions.
* Movement Behaviors: Agents can dynamically switch between following paths, avoiding targets, and roaming, with movement updated in real-time.

5. Visualization and Debugging:
* Grid Visualization: Uses Unity's Gizmos to draw the grid in the editor, with walkable and unwalkable nodes color-coded.
* Path Visualization: Paths are drawn using LineRenderer components, with different colors representing different algorithms.

6. Dynamic Environment Handling:
* Walkability Checks: Nodes update their walkability status based on the presence of obstacles, with walkability checks performed at set intervals.
* Event System: GridManagerPathPro includes an event to notify when the grid is updated, allowing agents to react promptly to environmental changes.

7. Performance and Optimization:
* Efficient Algorithms: Algorithms are implemented with performance in mind, using data structures like heaps and hash sets where appropriate.
* Adjustable Settings: Developers can fine-tune settings like walkability check intervals and path recalculation thresholds to balance performance and responsiveness.

8. Extensibility:
* Modular Design: Classes are designed to be easily extendable, with new algorithms or movement behaviors able to be added without significant changes to the existing codebase.
* Customization: Developers can adjust grid sizes, node radii, and algorithm-specific parameters to suit their project's needs.
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